SSB4 Icon.png

Jigglypuff (SSB4)/Back aerial

From SmashWiki, the Super Smash Bros. wiki
< Jigglypuff (SSB4)
Revision as of 11:29, July 28, 2017 by Alex the weeb (talk | contribs) (way too harsh a word to use)
Jump to navigationJump to search
Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Jigglypuff performs a backwards spinning kick, extending out its foot while doing so. It deals 13% damage, and is Jigglypuff's strongest aerial, being able to kill before 100% offstage, and from around 100% onstage.

The move is considered one of Jigglypuff's better aerial moves, despite lacking the notorious combo potential it had in Melee. Being Jigglypuff's strongest aerial, it is often one of its best options for killing due to Jigglypuff generally struggling to get KOs. It is also Jigglypuff's longest ranged aerial, and one of its longest ranged attacks overall, making it a valuable spacing tool, something which Jigglypuff has a notable lack of. Due to the move dealing relatively high damage in one hit, and Jigglypuff's high aerial mobility, it is also generally safe on shields, and its range and power makes it a deadly edgeguarding tool.

However the move also has three noteworthy flaws. Firstly, it is Jigglypuff's slowest aerial in terms of startup, limiting its spacing and edgeguarding potential, and completely removing any combo potential it once had in previous games. Secondly, while it is one of Jigglypuff's longest ranged moves, it still has the typical lack of reach that Jigglypuff's moveset in general suffers from, and has noticeably less range than it had in Melee, again limiting its spacing and edgeguarding potential. Finally, while it does have powerful KO potential offstage, it still does not kill until very high percents onstage, which given that its characteristics result in it being almost exclusively a kill move.

Overall, the move is a very valuable asset to Jigglypuff, with its decent range, strong edgeguarding capabilities and kill potential.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 13% 0 AngleIcon42.png 0 120 0 4.0 0 0.0 4.0 -12.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 13% 0 AngleIcon42.png 30 120 0 4.5 0 0.0 4.0 -8.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png